The Glade 4.0

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PostPosted: Wed Mar 30, 2011 4:07 pm 
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Lucky Bastard
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I traded in all of my cards a while back thinking that I may as well cash in on them while they might have been worth something.

I am not. I should have held onto them as I am getting a little back into playing and only have one really good reliable, and powerful deck left.

http://gatherer.wizards.com/Pages/Default.aspx
Great searchable database for all cards. Use this for explanation of any cards you are not familiar with.

As requested, here it is along with an explanation of it's use.


Spoiler:
Lands
Mountain 3
Plains 3
Island 3
Forest 11
Swamp 3
Creatures
Utopia Tree 2
Treva the Renewer 1
Darigaaz, the Igniter 1
Crosis, the Purger 1
Oros, the Avenger 1
Dromar, the Banisher 1
Intet, the Dreamer 1
Vorosh, the Hunter 1
Teneb, the Harvester 1
Cromat 1
Numot, the Devastator 1
Royal Assassin 1
Captain Sisay 1
Enchantments
Spiritual Asylum 1
Spirit of Resistance 1
Armadillo Cloak 1
Genju of the Realm 1
Collapsing Borders 2
Collective Restraint 3
Fertile Ground 4
Instants
Divine Offering 1
Disenchant 2
Harrow 4
Sorceries
Coalition Victory 1
Demonic Tutor 1
Global Ruin 4
Artifacts
Darksteel Ingot 2
That Which Was Taken 1
Legacy Weapon 1


With a good draw, I can often have all five basic lands out within a few turns. As long as there is a forest in my initial draw, things are looking up. A Harrow, even better. At very least, I can have the needed color mana to cast most even if all the basics are not out.

Spirit of resistance is new to the deck but very useful as only one of the 5 color permanents needs to be out to fulfill it's requirements. If not a 5 color permanent, usually one or two of the three color dragons along with a fertile ground (G) or Collective Restraint (U). I realized that, along with an activated "Spirit of Resistance", Collapsing Borders will net me a 5 life gain on my upkeep instead of only 2 (With one of each basic land in play) all the while likely damaging opponents. (only 3 color decks will net no damage. One or Two color decks will take 1 or 2 damage an upkeep)

Collective restraint is used to slow down creature attacks if I get mana screwed and can't get the right combo for a Dragon legend.

Captain Sisay allows me to look through my deck for any legend or legendary card (there are 13)

Legacy Weapon is extremely useful as it can remove permanents for WUGRB and no tap.

The "That Which was Taken" is a new untested addition to the deck. I am thinking that with it out, I can make the "Spirit of Resistance" unkillable

Basic lands only because the Global Ruin is meant to cripple opponents mana production while leaving mine intact. After the GR, I can be left with one of each basic land and if only one of them is enchanted with Fertile Ground, I can produce enough mana to cast any of the large dragons, Cromat, or Genju of the Realm (All multi colored)

I don't really know that I am going to keep the Armadillo Cloak. My thought was the trample ability would be useful to the Dragon legends as when they combat damage opponents, they have an activated ability. None necessary to deck success, but nonetheless useful and damaging.

The deck is capable of a lockdown where I can be damaged and am producing much mana while preventing my opponent(s) from attacking due to lack of mana (Global Ruin) Single color decks suffer most when Global Ruin hits if they are relying on multi lands for mana production.

As I have been way out of the loop for such a while, I am curious as to what cards may be out there that would help streamline this deck.

Any clarifications on anything about this let me know. I am open to any suggestions, too.

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PostPosted: Wed Mar 30, 2011 4:11 pm 
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I played a Legacy Tournament a few weeks ago.

My five-color Stax deck secured 19 first turn wins in 21 games.

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PostPosted: Wed Mar 30, 2011 4:13 pm 
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The King
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For kitchen table stuff, could be a fun deck. But any fast aggro deck is going to eat you alive before you get one of those big fatties on the battlefield. High mana costed using 5 colors with no ramp or mana fixing is looking for a tough time against a deck with a low curve.

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PostPosted: Wed Mar 30, 2011 5:00 pm 
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It depends on what you want to play. Your best bet may be to take that deck and revamp it for playing Elder Dragon Highlander format. If you want to play sanctioned events, though, your best bet would be to find a venue that hosts regular draft tournaments.

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PostPosted: Wed Mar 30, 2011 5:02 pm 
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Yeah it is mainly for casual play, but not too casual.

It has made it's stand against fairly quick decks. All tends to be the luck of the draw. I can have q fattie out on the third turn with a decent draw. Otherwise, I can usually be well protected for long enough before I can play a game changer.

Def. not meant to be tourney worthy, but it fights a good fight.

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PostPosted: Wed Mar 30, 2011 5:07 pm 
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Legacy is pretty cut-throat. If you play first, you need to be able to win by your second play reliably. If you draw first, you need to be able to win on your first turn.

Standard requires playing the most broken thing you can play of current cards.

Draft requires a bit of skill and strategy. I personally prefer sealed drafts myself.

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PostPosted: Wed Mar 30, 2011 6:39 pm 
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The King
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shuyung wrote:
It depends on what you want to play. Your best bet may be to take that deck and revamp it for playing Elder Dragon Highlander format. If you want to play sanctioned events, though, your best bet would be to find a venue that hosts regular draft tournaments.


Yeah I was gonna go with the EDH as well. Lots of good stuff in there.

Also, WoTC is getting into the EDH game more. I believe this summer they are releasing some constructed decks. A lot featuring some of those dragons you have in your deck.


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PostPosted: Thu Mar 31, 2011 9:40 am 
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The King
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As for your Progenitus, you need some way to cheat him onto the battlefield. Lot's of ways to do that.

Use some kind of discard spell targeting yourself then play something that will bring the discarded spell to the battlefield(ala Rise From The Grave) or your Teneb, the Harvester. Though if you have Teneb out, Progenitus is just win more.

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PostPosted: Thu Mar 31, 2011 9:51 am 
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Khross wrote:
Legacy is pretty cut-throat. If you play first, you need to be able to win by your second play reliably. If you draw first, you need to be able to win on your first turn.

Standard requires playing the most broken thing you can play of current cards.

Draft requires a bit of skill and strategy. I personally prefer sealed drafts myself.


Are you talking about Vintage? Legacy is nowhere near this fast, there's one combo deck that can potentially win on turn 2 but it's nowhere near dominant, and rarely wins on turn 2 anyway. The deck with the best record right now in Legacy as far as I know is Merfolk, a mono-blue aggro deck.


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PostPosted: Thu Mar 31, 2011 10:27 am 
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Oh, right, Vintage ...

Yeah, sorry, they keep changing names on me.

I play Vintage. I own multiple copies of the Power 9. I build decks that have a high statistical probability of killing you before you can play a card. It's all about dice rolls in Vintage.

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PostPosted: Thu Mar 31, 2011 11:01 am 
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That's definitely true, but Vintage is nearly a dead format. Having to shell out $15,000 for a competitive deck kind of ensures that.


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PostPosted: Thu Mar 31, 2011 11:05 am 
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Xequecal wrote:
That's definitely true, but Vintage is nearly a dead format. Having to shell out $15,000 for a competitive deck kind of ensures that.
Eh, my Vintage Deck has more cards from the last 3 blocks than anything between those Blocks and Beta. The power curve on cards has gone up dramatically recently.

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PostPosted: Thu Mar 31, 2011 7:19 pm 
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I still have a Boros deck that I love playing

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PostPosted: Fri Apr 01, 2011 5:09 am 
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No more type I type II then I guess?

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PostPosted: Fri Apr 01, 2011 9:52 am 
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Well, there sort of is. Originally, Type 1 tournaments allowed cards from all sets, with a banned list (cards mentioning ante, mostly), and a restricted list (lotus, moxen, timewalk, etc.). That's morphed into the Vintage format. Type 1.5 was all cards from all sets, with the restricted list of type 1 moved to the banned list. That's now the Legacy format. Type 2, as I recall, allowed cards from the core set and the most recent 2 expansions. That's become the Standard format, with the exception that instead of "most recent 2 expansions", it's "most recent 2 expansion blocks". The Extended format was introduced to allow decks built from the most recent 2 core sets, and the most recent 4 expansion blocks. The Block Constructed format allows cards only from the most recent expansion block.

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PostPosted: Fri Apr 01, 2011 10:29 am 
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I have a few old Blue cards (around 20?) that I had from like 1995 still sitting in drawer around my house somewhere. Anybody have any interest? You pay the shipping, of course.

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PostPosted: Mon Apr 11, 2011 12:26 pm 
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Khross wrote:
Xequecal wrote:
That's definitely true, but Vintage is nearly a dead format. Having to shell out $15,000 for a competitive deck kind of ensures that.
Eh, my Vintage Deck has more cards from the last 3 blocks than anything between those Blocks and Beta. The power curve on cards has gone up dramatically recently.


IMHO, Constructed MTG has been terrible for years, it's stuck in a weird dynastic phase where there is always one card that, if you don't have it in your deck, your deck is probably terrible. Right now it's Jace the Mind Sculptor, any Standard deck that does not have four is bad.


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PostPosted: Mon Apr 11, 2011 1:16 pm 
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Played again yesterday. Played a new format called "Archenemy". Lucky for me, I got to be the archenemy once and my deck handled the 6 opponents quite well.

The last three scooped when I had "Cromat" and "Spirit of Resistance" out, both with Divinity counters (Indestructible) from "That which was taken" along with "Collective Restraint" Not only could they not attack unless they payed 5 mana per creature, all damage dealt to me was reduced to 0 and the two cards that were creating this damage reduction were both indestructible. Oh, and then one of the schemes I pulled allowed me to pull a "Platinum Angel" from an opponent's graveyard. (You can not lose and opponents can not win) An early "global ruin" stunted my opponents mana pool growth while keeping mine fully available. It couldn't have gone any better, really.

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PostPosted: Mon Apr 11, 2011 1:24 pm 
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Ahhh, Jace the Mind Sculptor ...

He's almost as broken as Time Walk.

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PostPosted: Mon Apr 11, 2011 1:47 pm 
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Jace the Wallet Sculptor

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PostPosted: Mon Apr 11, 2011 5:58 pm 
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Not really ...

The most valuable card in the game is a surprising one at the moment ...

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PostPosted: Tue Apr 12, 2011 11:31 am 
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Khross wrote:
Not really ...

The most valuable card in the game is a surprising one at the moment ...


...and that would be...

/cue dramatic music

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PostPosted: Tue Apr 12, 2011 2:52 pm 
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Underground Sea (Beta)

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PostPosted: Tue Apr 12, 2011 3:38 pm 
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Khross wrote:
Underground Sea (Beta)




Yeah but legacy is not as widely played as standard. You just don't see a bunch of people running around playing pickup games with power 9 outside a legacy event.

Standard being played the most, a play set of JTM is around 400 bucks. He is used in a ton of decks. They just had a tourney over in Dallas where the top eight had a combined 32 JTM.

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PostPosted: Tue Apr 12, 2011 3:47 pm 
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I traded for my 16 foil JTMs.

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